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[BETA] MSP-3000 Material Science Pod


Tyko

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I've created a small one part mod that adds a Material Science Pod by referencing and combining Squad models. It collects the same science as the MaterialBay, but it's smaller and weight-balanced to sit opposite a MysteryGoo pod on the sides of a ship. The pod unlocks at the Miniaturization science node. The best part is the scaling didn't mess up the animation, so it still opens when science is performed :) 

I've never created a GitHub project before, but it looks pretty straightforward so I set one up. I'm sure I overlooked something. Any advice before I publish this?

https://github.com/TykoTek/MSP-3000-Material-Science-Pod

NEW PICS FURTHER DOWN IN THE THREAD

Thanks! I want to thank @Yemo for providing the inspiration for the pod from SETI Rebalance and ideas for how to code it within SETI Probe Parts

 

 

Edited by Tyko
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2 hours ago, CobaltWolf said:

This is a dumb little thing, but I think the nose cones should be scaled down heightwise to try and make them less pointy. :)

Here is the Github crash course I made for Akron a while ago:

Thanks! I'll tweak the ends.

Ideally I'm hoping to replace the end caps and the stanchions with something custom. If anyone would want to create a pair of custom end caps with integrated stanchions I'd love to include that. Learning modeling is on my to-do list but I don't think I'll get there soon.

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12 minutes ago, Tyko said:

Thanks! I'll tweak the ends.

Ideally I'm hoping to replace the end caps and the stanchions with something custom. If anyone would want to create a pair of custom end caps with integrated stanchions I'd love to include that. Learning modeling is on my to-do list but I don't think I'll get there soon.

I'll say, next to a cube, making a pair of hemispheres would be the easiest thing. If you wanted to make it REALLY easy, you could import the .mu files into Blender for your science bay (might have to scale it to match the cfg), import the mystery goo, and lop off the end caps from it. Position them correctly, export it back out as a .mu from Blender (I think that would work - I've always gone through Unity but this should be simple enough to not run into issues), and load it in the part .cfg. :)

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3 minutes ago, CobaltWolf said:

I'll say, next to a cube, making a pair of hemispheres would be the easiest thing. If you wanted to make it REALLY easy, you could import the .mu files into Blender for your science bay (might have to scale it to match the cfg), import the mystery goo, and lop off the end caps from it. Position them correctly, export it back out as a .mu from Blender (I think that would work - I've always gone through Unity but this should be simple enough to not run into issues), and load it in the part .cfg. :)

That's pretty straightforward. I'm pretty comfortable with the modeling portion. It's the "Unity" portion that I haven't learned yet. If I can do all of it through modeling...I appreciate all the advice

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I've replaced the models with re-used items from Ven's Stock Revamp and it looks a LOT better.

Questions about reusing parts: VSR is distributed under CC-BY 4.0 International. 

  • Confirming that means I'm free to borrow parts from @Ven as long as I give him proper attribution.
  • Is there a specific way to attribute the models? I added a comment line to each model reference in the part config that says "model by Ven from Ven's Stock Revamp used under CC-BY 4.0 International"

Pix of the new part next to stock Mystery GooD0bi4Fu.png

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